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Merged in cwalther/cwe/textrendering (pull request #36)
Shadowed Chat and Player List Text This implements the (existing but unimplemented) plDynamicTextMap::kFontShadowed flag, making the text of the mini KI (player list and chat) better readable on light and patterned backgrounds. For best results, an additional Python change is recommended: MOULSCRIPT-ou PR #23. From H-uru/Plasma#392.
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@ -2278,7 +2278,7 @@ hsBool plDXPipeline::IResetDevice()
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/// Broadcast a message letting everyone know that we were recreated and that
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/// all device-specific stuff needs to be recreated
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plDeviceRecreateMsg* clean = TRACKED_NEW plDeviceRecreateMsg();
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plDeviceRecreateMsg* clean = TRACKED_NEW plDeviceRecreateMsg(this);
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plgDispatch::MsgSend(clean);
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}
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fDevWasLost = true;
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@ -2552,7 +2552,7 @@ void plDXPipeline::Resize( UInt32 width, UInt32 height )
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/// Broadcast a message letting everyone know that we were recreated and that
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/// all device-specific stuff needs to be recreated
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plDeviceRecreateMsg* clean = TRACKED_NEW plDeviceRecreateMsg();
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plDeviceRecreateMsg* clean = TRACKED_NEW plDeviceRecreateMsg(this);
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plgDispatch::MsgSend(clean);
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}
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@ -3834,7 +3834,7 @@ hsBool plDXPipeline::BeginRender()
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{
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/// Broadcast a message letting everyone know that we were recreated and that
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/// all device-specific stuff needs to be recreated
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// plDeviceRecreateMsg* clean = TRACKED_NEW plDeviceRecreateMsg();
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// plDeviceRecreateMsg* clean = TRACKED_NEW plDeviceRecreateMsg(this);
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// plgDispatch::MsgSend(clean);
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fDevWasLost = false;
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@ -7229,12 +7229,26 @@ void plDXPipeline::IHandleFirstStageBlend()
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fD3DDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, TRUE );
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if( fLayerState[0].fBlendFlags & hsGMatState::kBlendInvertFinalAlpha )
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{
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fD3DDevice->SetRenderState( D3DRS_SRCBLEND, D3DBLEND_INVSRCALPHA );
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if( fLayerState[0].fBlendFlags & hsGMatState::kBlendAlphaPremultiplied )
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{
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fD3DDevice->SetRenderState( D3DRS_SRCBLEND, D3DBLEND_ONE );
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}
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else
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{
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fD3DDevice->SetRenderState( D3DRS_SRCBLEND, D3DBLEND_INVSRCALPHA );
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}
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fD3DDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_SRCALPHA );
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}
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else
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{
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fD3DDevice->SetRenderState( D3DRS_SRCBLEND, D3DBLEND_SRCALPHA );
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if( fLayerState[0].fBlendFlags & hsGMatState::kBlendAlphaPremultiplied )
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{
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fD3DDevice->SetRenderState( D3DRS_SRCBLEND, D3DBLEND_ONE );
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}
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else
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{
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fD3DDevice->SetRenderState( D3DRS_SRCBLEND, D3DBLEND_SRCALPHA );
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}
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fD3DDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA );
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}
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break;
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